Contents

The Mantis War

The Mantis War revolves around the events of Soul Calibur III’s Chronicles of the Sword mode and bears an in depth story as well as gameplay which features a prologue for each character as well as the play through of the war itself. The game also features an aftermath of the efforts as well as the war itself which leads into a new conflict which is brought to the country formerly under Grandallian country, Parousia.

A historically rich as well as accurate setting is given with history hailing from around the world within the set time period of 1605 to 1608. The main story is divided into two separate “acts” with a “sub chapter” in between acts I and II along with an aftermath giving the game a third (III) act.

The First Act, revolves solely around the Grandall Empire and their struggle against the Kingdom of Dalkia. Soon after the flames of war are lit, the Republic of Halteese invade and decimate a portion of the Grandallian Forces and soon after this, Grandall is faced with the country of Maletta as their newest opponent.

Downloadable Content

Downloadable Content (DLC) available for The Mantis War involve the following:

1599, the Dutch War of Independence

The player takes control of Ky and Ren's elder cousin, Temperance Rivera and explores her life before the events of the Mantis War. This begins with the siege of the Canary Islands and her family relocating to Europe just a short ways from the Rhine Valley. As Nightmare makes his second appearance within her hometown, a young Temperance flees.

The aftermath of this is living in fear of the Azure Knight as the years pass and additional atrocities strike Europe. Combating the servants of both Astaroth and Nightmare in order to survive while aiding survivors as well as defending yourself and your allies against them as well.

After the events of Soulcalibur IV, Temperance ventures back to the Canary Islands only to face the impending threat of invasion. The player takes control of Temperance once more and combats soldiers using small cannons, rifles, explosives, homemade weapons as well as experimental weaponry which was being developed within the actual era.

The player will fight alongside the Canarian Cavalry and see historical figures within the burning Canary Islands. From the tropical Tamaraceite to Monte Lentiscal to the very heart and council of the Islands are explorable in this DLC.

Visions of the End

After the Main Story's completion, via Patroklos saving Pyrrah's life from Elysium, the Kaminchu each sense a force whom has been long dormant yet due to Astral Chaos being ripped open once more, it has awakened. The player takes the roles of either Mi~Na, Arrai, or Kami and are able to change between each character at any time during gameplay.

Beings, which are labled both Malfested as well as Demons are faced during this segment and require Spiritual Essence to kill. Due to Astral Chaos' lingering influence, the enemies' strength, defenses, and abilities are heightened to a staggaring extent which rival even the Kaminchu's talents such as Healing and using demonic energy to whatever extent they wish.

Lower Tier Enemies

Demon

Demonic

Malfested (Male)

Malfested (Female)

Mid Tier Enemies

Nozuchi

Serpentine/Demon

High Tier Enemies

Wight

Undead

Litch

Undead

As the events unfold for this DLC, it is learned that Samara, a Hybrid, has been severly injured which draws the attention of the three for very few beings are capable of killing or in Samara's case, nearly killing one that is of either Wolf species. Upon visiting her, they learn of a woman whom bears the same energies and abilities as they and by Samara's words, she is a Kamichu--just as they. Yet, Arrai dismisses the idea while Mi~Na wants more information.

Samara explains that the energy about her was dark. Twisted. Perhaps from the events which had just transpired with Astral Chaos. A likely cause and explination that even Arrai found logical. What set her apart though, had been her markings. As such, Samara advises the three to seek out Tala: a powerful, if not the most powerful of the Werewolves to learn more of whatever they are against.

Upon wishing them luck, Samara laments and grieves over the death of Thanatos.

As it is investigated, the three are pit against a long fallen "Child of the Gods", as they were known as (Kaminchu) whom has been corrupted by the dark energies within Astral Chaos years long afore Algol had ever ruled the land.

Moving L3 in any direction after guarding will allow the player to “SWAY”

Tapping L3 while pressing R2 simultaneously will evade most attacks

L3

Basic Movement

Clicking L3 down while moving will allow the character to sprint

R3

Camera Control

X

Universal Action Button

Take hold of objects

SQUARE

Horizontal Attacks

CIRCLE

Kick Attacks

TRIANGLE

Vertical Attacks

START

Offline (Pause)

SELECT

Unit/Paradigm/Squadron Menu

Gameplay

Character Control:

The Mantis War features a real time strategy system which allows the player to plan, coordinate strategy and combat foes in a vast war-like era. Along with being able to travel with your allies, your unit, you are able to level your character as well as change their vocation--this alters the role they play within their unit.

The player controls one character at a time and is able to switch from character to character at any given time. The restrictions of this are only if the character is performing certain actions.

Changing characters can only be done within the paradigm/unit/squadron that is currently being used. Thus, one cannot be of Gungnir and immediately change over to Exodus mid mission. The mission (current objective) is to be completed or placed on hold before changing to another unit.

Hold, can mean where respective units are resting, taking shelter from a storm as an example. Fundamentally, when their is a safe period, units can be changed.

The paradigm as a whole, travels together unless the mission or other events call for them to be separated.

While travelling with the unit/paradigm, a formation is kept to where each member of said unit/paradigm are observing their surroundings. As one discovers a possible threat, that individual alerts the rest of the paradigm and a small cinematic will focus on the AI or if online, the other person's point of interest which as such occurs, all else will temporarily come to a slow as the observer is given a better look at what had their allies' attention.

The world around the characters/player is unique, serving as a Chronicles of the Sword in depth RPG play style while also marking real world physical events which have occurred within that time period. These "real world events" are marked and noted by certain characters as well as the environment. Wars waging with other countries as well as expeditions and conquest and even the raid upon The Canary Islands are spoken of and noted (in addition to the Downloadable Content).

Orders: Orders are given by the Commander of a unit/squadron/paradigm and are interchangeable with any character of the chosen unit/squadron/paradigm. ex: Ky and Meiga can advance upon point Alpha while Priya, Raisa, and Aliyah advance upon point Epsilon while to change them about, Priya and Meiga scout forth about point Alpha while Ky, Aliyah, and Raisa guard point Epsilon.

Characters within the same unit will work together and AI controlled characters sieze opportunities to maximize effectiveness and damage against enemies while taking heed to their health and stamina.

Combat System

Attacks are strung together by pressing either SQUARE, TRIANGLE, or CIRCLE. Beyond this, the player can press either of these buttons to trigger an attack. Certain skills can either enhance attacks or dimish their power for a differeing cuase or outright alter them for a time.

Players can press one button for a Light Attack (SQUARE) and then a Heavy Attack (TRIANGLE) or even CIRCLE for a different combination to be performed.

Command List

Each character bears a list which shows what attacks they can use as well as what combinations they currently know. Stronger attacks and more powerful combos can be unlocked by meeting a score threshold, completing a certain amount of the game, or any as well as many other feats.

Functions

R1 and Aiming Functions:

Depending on the character, you are able to throw special weapons/utilize their firearms outside of using the environment or a foreign object.

Tapping LEFT on the D-Pad will have the character switch to their sub weapon and then pressing R1 will allow them to aim the weapon. If an opportunity is missed to throw the weapon, releasing R1 will end the aiming process or if time is short, tapping LEFT on the D-Pad will switch back to the character’s main weapon.

Firearms and Throwing Weapons:

Pressing SQUARE while aiming will hurl whatever object is in hand at your opponent or fires their personal firearm/fire ballistae/release arrow.

Grappling Enemies:

Useful for dealing with a threat directly; during certain scenarios or situations, an enemy which is restrained can be used as a Human Shield against arrows or even a firing line.

Covert Commands:

While operating in a stealth/covert manner, Firearms are not able to be used. Stealth commands are used for evading enemy sight and slipping pass one’s defenses while they are blissfully unaware to your presence. As long as you are concealed, you may evade being killed.

Covert Commands (Advanced):

Stealth can give you an advantage over your opposition and can also buy you time to tend to an injured ally or reload your firearm. Yet, a more direct approach can allow you to assassinate your enemy by closing the distance and successfully approach them without being noticed. This will result in TRIANGLE being pressed once you are close enough to your target.

Covert Commands (Distance):

A shot from a firearm can be heard over a vast area if all is silent which could then alert every enemy in the vicinity to your presence, despite not seeing you. This simply means that it is known that you are in the area. A better approach to killing enemies from a distance without drawing attention to yourself is by bow and arrow or even a crossbow. With precise aim, you can kill your target and then safely traverse the cleared area. Just be sure to move the body lest the corpse attract unwanted attention.

Diversion:

Allies will lend their aid and draw enemy attention while you take care of what needs to be done. This is useful for dividing your forces and achieving multiple goals as well as ambushing your foes. Though do be wary, everyone has an appointment with Death at some point and if left unchecked, there’s will be far too soon. A well planted Tripmine and precise aiming with a Firearm can go a long way if you seek to kick them while they are down—or shoot them. Not to mention this can disable foes upon horseback as well as force caravans to break down.

Health

Health can be regained by completing combination (combo) strings. The more successive hits you deliver to your enemy/enemies without taking damage, the more health you will receive to replenish what is lost. However; the player is only able to recover a certain amount from delivered combination damage.

Health (Advanced)

All characters can tend to their own wounds but only a few can work miracles from ghastly injuries. Medics are vital to survival and without learning proper or relative skills and methods; you will never succeed let alone survive on your own.

Additionally, as the characters "grows" (gains levels), their maximum health (HP: Hit Points) will increase. Health wil increase accordingly to the vocation the character is when said level is gained. Furthermore, health will be restored to maximum once a level is gained.

Combat

Combat can easily be avoided by dealing with foes afore they reach you. This of course can be done with a Strider (Archer). Combat is comprised of your unit combating several enemies over a vast area. Often overwhelming yet, with tact, all foes can be overcome.

Combat (Advanced)

Objects within the world can be utilized to deal with threats. Ballistae, powder stores, and even the environment, such as explosives to cause a rock-slide or to destroy a dam in order to flood and drown your enemies are all a part of surviving,

Tandem Attacks

Triggered by an allies' precise action; the one whom triggers this will alert the player in which a small cinematic will focus on that particular character as they announce such an attempt. This gives the player a chance to maximize on a stunned enemy and fell foes much faster and easier than simply dealing with them one at a time.

Abilities and Skills

Certain characters hold certain abilities over others which are good while others are terrible. Skills and abilities are interchangeable pre and post missions.

Smallclothes and Clothing Detail

When it comes to dressing the character you wish to play as, each character holds their limits as to what they will and will not wear. for example: Raiko will wear revealing attire which playfully as well as provacatively exposes too much cleavage or too much high the skirt. Raisa on the other hand, prefers to be practically fully clothed, yet willing to wear certain forms of smallclothes IF that particular clothing in question is well covered.

Some clothing may be light armor which can be wore under a plate or a custom piece of armor. Also, most characters have certain styles which they will wear their clothing as well as other garments, both personal and impersonal which can create unique and even desirable appearances.

Armor

Armor on the other hand can either help you, harm you, or kill you. Wearing too much can weigh you down and slow your movements while wearing too little will leave you open to taking nearly the maximum amount of damage from all attacks.

Armor (Advanced)

Sets of armor can be modified to create entirely new pieces with new parameters which can again, help you, harm you, or kill you. These sets can be purchased and modified in a Smithy (by a blacksmith) or modified by the player if they are controlling Raisa or Ky. However, when modifying one's own armor, they run the risk of failing in their modification.

Weight

The character's weight is determined by their weapon, accessories, clothing, armor, and gear. Though, the greater a character's weight from these factors, the greater cost their mobility will be. A character with moderae gear, armor, clothing is wiser than being overcumbered with style, flare, and far too many items to manage.

Weapon Modification

During the RESULT screen, you can bolster your previous weapon by adding parts to it or retouching your previous weapon by tending to it.

Weapon Modification (Advanced)

When certain objects are set in junction with a weapon, the weapon itself will be either temporarily or permanently altered. Dousing your blade with oil and setting it ablaze can violate most opponents guard, yet the effect will not last forever. Adding a small knife or the blade from a rifle to a revolver or pistols will do wonders for defense if drawn into a CQC situation as well as add additional attacks.

Ally Detail

Your allies are your key for survival. Remember that. Treating them with respect or rather, helping them when they are in need will build trust (Affinity) between your character (specifically the character that had performed the act) and the character which you lent your aid to in their time of need.

Allies (Advanced)

Choosing to work alongside a character for an extended time will grant additional opportunity for when they fight alongside you; such as, helping you (or the character which they have been alongside most) with combat strategy (combinations as well as plots) to applying First Aid when you/they are near Critical Health. This even extends to the character taking damage in order to save the dying character which most time has been spent. However; some characters will outright refuse such treatment/acts.

Affinity Part: I

The likelihood of generally being liked as a person opposed to disliked. With higher affinity, characters, both NPC and PC’s alike, will treat you well; and if you treat others well you will be treated well in kind.

Affinity (positive): Characters will treat you with respect and are more apt to tend to your wounds or even engage in conversation with you. Whether it be of the situation at hand or something entirely irrelevant to such. In the end, they will lend more support if they are able. Certain characters will be by your side no matter your affinity tie to them—which makes taking advantage of them rather easy.

Affinity (negative): Others will shun you. Plain and simple. If you need aid in some form, “allies” are less likely to lend a hand and are more likely to let you fend for yourself. Certain characters, regardless of affinity will rather you die more than anything else—avoid making enemies of your allies or do so if you wish at your own great peril.

Affinity Part II:

Affinity, what gives alliance, trust and even affection can be garnered 'tween certain characters which in turn, can bring about one to be a potential Love Interest (LI) for a character. Not all characters are romance-savvy. Key civilians as well as playable characters are capable of becoming entwined with the playable character as well as the character with the highest affinity and if certain conditions are met with the desired character.

Vocation

Every characters belongs to a vocation. Vocations are classes which certain characters belong to and as such, defines their attacks while also diversifying their capabilities.

Vocation List

Fighter

Knight

Samurai

Strategist

Thief

Heavy Infantry

Sword Master

Warrior

Pirate

Strider

Light Infantry

Ranger

Assassin

Gladiator

Fighter: Fighters (aka, Swords and Boards) wield sword and shields. Oft referred to as "swords and boards", Fighters are capable of attacking with both sword and shield as well as defending with both weapons. Selected characters are even able to shield those whom bear not a shield, at a cost of shielding them from damage--lest it be one whom is skilled enough to shield their ally while parrying their enemy.

Samurai: Wields a blade of Japanese background or make. With precise and swift attacks, Samurai are capable of delivering devastating damage with few attacks. Their drawback is that not all samurai are as apt in movements as they are in swordplay.

Inclination

A character's inclination will effect how they act in combat. This inclination value will at first, be set to the character as they are by default. Yet after experience in combat is gained by the player, the AI will adapt to the players "style" and base the best form of action to the player's wit--thus, matching the style if the player and maximizing effectiveness based on how the player themselves act in combat.

Inclination List

Multi-Functional

Singular

Strategist

Utilitarian

Guardian

Cartographer

Medicant

Challenger

Playable Characters during Act: I

Gungnir

Exodus

Priya Delgado

Knight

Surina Delgado

Knight

Kusanagi Ky

Fighter

E’laura Riga

Strategist

Raisa Zhirova

Warrior

Gallagher

Heavy Infantry

Sahashi Meiga

Samurai

Riese

Warrior

Alsoomsa

Warrior

Raiko

Strider

Aliyah

Fighter

Aeneas

Knight

Fazello

Pirate

Valor

Relic

Abelia

Fighter

Annebella

Warrior

Ishtar

Warrior

Arrai

Strategist

Notus

Utilitarian

Noémi

Medic

Yielang

Fighter

Pfieffer Reaux

Fighter

Tina

Thief

Luca

Thief

In addition to the main cast, the player will also take control of other characters/units yet they serve a far less purpose and are even the expendable as the player will see the cruelty of the very emperor which those of Parousia serve as well as lay their very lives before the blade to protect.

Outset

The opening date is September the 18th, 1605. Within Grandallian Territory, the player starts out as Raisa, a half-Russian and half-Chinese swordswoman whom detests the country which she is forced to defend. As this opening takes place, the player is given a small tutorial on combat and the advantages of using the elements and objects within the world to their advantage.

Concluding the tutorial, the player will learn of injuries, both lesser and severe in nature and how to temporarily tend to and mend injuries while afield. In addition to this, the player will see and learn of the trechery which soon throws Parousia into the middle of the war between the Kingdom of Dalkia and the Halteese Republic.

Parousian Locations

Parousia

Unnamed Shoppe: This area is home to both Kusanagi Ky and Raisa Zhirova. Ky keeps the lower area to himself as his room is located just before the stairway. The stairway itself leads to the second floor which Raisa utilizes as her own. There are three separate rooms on the second floor and at this point in the game (the beginning), Raisa uses one for herself while the other two are used for storage.

A Forge lies behind this Shoppe and it is sealed off from any prying eyes so that none may begin to attempt to break in through this area. There are also separate outhouses for the two of them as well--Raisa would never want to share the same outhouse with Ky or anyone for that matter.

This shoppe is slowly getting onto its feet as it is receiving its stock and will soon sell weaponry as well as firearms.

The Svipul: A local and favored tavern run by a woman of Norse origin. It sells cheap liquor but higher prices liqueurs. Many a tale swirl about this place as its owner for it is believed that she, Nikita, is that of a slave trader. Human trafficking by another name, but there is no proof of such and with her selling even lower priced booze to soldiers if not outright free, they question naught of her actions.

Librarium: the Librarium is a vast structure which half of it lie underground. Books dealing with religion, armor, mail, swordsmithing, and various other subjects can be found here. Lily, one whom has lost her sight, is the initial one to sell the items and due to her deep roots within the country, she is known to all as well as fiercely guarded and fiercely respected.

The player can read on several techniques which they themselves can take into account as well as adjust and even learn new combinations or techniques for both traversing the land alone as well as Tandem attacks. However, all characters learn at their own pace--which means that if Raisa understands the task at hand in less than twenty minutes, Ky may take up to seven days to learn the very same thing she has and vice-versa.

Grand Cathedral: The main church of Parousia. Gatherings are held here for soldiers whom recieve the blessing of the Lord as well as regular gatherings for praise during the Sabbath. It is here that Girardot addresses the soldiers of the coming war as well as where the soldiers gather to be "blessed" by the priest whom then gives them his undying grace as they set off to war.

Parousian Church/The Abbey: A Holy House which is used mostly on the days of the Sabbath. As the only true thing which is to be open, others which sell wares by this day are ruled as Heretics by those whom truly believe in the Faith of the Lord. Noémi not only frequents, but lives within the confines of this church itself. She is oft found here practitioning in song as well as educating the young within the word of God.

The Delgado Residence: The residence of Priya and Surina Delgado. The residence itself holds a private bath house which is near their respective sleeping quarters though it is fashioned after a Japanese hotspring--Priya's desire, which Surina sought and spent a hefty price to attain and procure one to arrange. Outside lies a large lay of land which is gated. Both Odin and Lucifer share this large area and a stable is also connected to this area as well.

Surina spends most of her time within the lowest level of the residence. This is where several swords, lances, daggers, and many other forms of weaponry can be found which are all owned by Surina. This level is frequented by the eldest sibling quite often and for her to not be present here would mean it would be impossible to track her down.

Central Command: Located near the heart of the Walled City, Central Command (oft referred to as merely Central) is hearth and home to Parousia's Chain of Command. Sergeants, Luitenants, Commanders, and even General Girardot frequent this building which gives the basic Private a nightmare if they had to enter.

Welshdat Bridge: This bridge connects Grandall to Dalkia and is used for trade as well as commerce of all kind. Travel 'tween the two is heavy and requires no form of dispensation or gold to be spent. Yet, as this area falls to war, half of the bridge is captured by Grandall while the other lies in Dalkian control.

The bridge itself was built by the hands of Rorric Welshdat and his family, among others whom were of both Grandall and Dalkian allegiance. Eurydice Welshdat, the great granddaughter of Rorric, proudly guards her post until she is annexed into Relic.

Raiko's Residence: Raiko lives near Auster Bridge (the same bridge Ky met Noémi) and afore this bridge is the sea in junction with a magnificient view of the lands leading towards Dalkia. It is assumed that no matter what man it is, if they leave her dwelling one can guess by half of a hundred in chances that Raiko has taken them to bed.

Meiga's Residence: A short walk from the Svipul, Meiga enjoys this close proximity since he loves to partake in a drink and the music which oft is played. The interior of his dwelling is comprised of both Western and Eastern fixtures as well as arrangements.

Parousian Belltower: Unremarkable at the time. It is only a Belltower which is under construction, yet; as tension spreads with war, its construction has been halted--indefinately.

Upper District: This area is where most of the playable characters and familiar NPC's (Non-Playable Characters) reside. It is guarded/patrolled by most of Parousia's soldiers. It is reletively safe and features most of the well-known as well as well-respected establishments within the country.

During the beginning of the game, (before the playersets off for Dalkia) construction is a common sight and most new areas are barred of entry due to either construction or the impending war, which in result most have completely closed up shop out of fear.

The Markets (Upper District): The Upper Districts Markets sell both freshly threshed wheat as well as rice, meat and other forms of sustenance. It is the safest place to buy food--not due to danger but for quality purposes for the quality of the food sold in the Lower Districts are questionable and quite possibly enough to ravage the bowels.

Lower Districts: The Lower Districts are divided into three sections and two of them function just as the Upper District does. Regarding the two distrcits, they are home to those whom earn less than most within the country while only one of them holds an inn.

On the other hand, when it comes to the third district, there are no inns located here, this is due to the thieving and dark individuals that (cut-throats and cut-purses) oft lurk. In addition to this, there are a few brothels which are located here in this area. Ultimately, shops with ill-gotten coin or such things which can cause thought to being a trifle, are of low taste, yet easy to find. A few soldiers live here and most of them are of a low rank within the military.

On the other hand, two soldiers live in this area which are appreciated and looked to as heroes for their feats. Both Dawn and Trevor live within this District and police the District; doing what they can to rid the crime which oft goes unpunished.

Slums: The poorest and a more rundown area than any other within the country. This area is naught but an ghetto made of poory constructed dwellings and are a nest of many a thief, murderer, prostitute which those of the Upper Districts believe simply "do not exist". Ultimately, this district houses the poorest of all Parousia's citizens and is the very root of crime within the city.

Dalkian Locations

Dalkia

Welshdat Bridge: A commercial structure which links Parousia to Dalkia. Ultimately with War on the horizon this area has been locked down and restricted to none but military personal. Thi restriction of travel was Roin's idea--this was to halt any and all Grandallian Forces from slipping through and into the mainland.

Once a transitional area of commerce as well as the main route linking eastern Parousia into Western Dalkia, now that the two former allies are at war, this once peaceful bridge shall be drenched within the blood of its blood-depraved masters.

Mountain Way Castle: The Mountain Waycastle overlooks the sea to the East as well as a small waterfall to its left. This area is where Eurydice is met as well as when the Welshdat Bridge is destroyed.

Revless

Halteesean Locations

Halteese

Outskirts

Eastern Defensive Wall

Eastern Keep

Western Defensive Wall

Western Keep

Calligula

P.O.W. Camp

Halteesesean Capital: Epistema

Old Court

The Castle of Halteese

Malettan Locations

Maletta

Outskirts

Slums

Residential Quarter

Untide

Act: I Gungnir

Gungnir was formed under the guide and selection made by Commander: Priya Delgado, youngest daughter of The Great Sergio Delgado whom knew not defeat. She has chosen the name, Gungnir, based upon her interest in mythological studies.

Ky serves as the second in command while Raisa is within the paradigm as well. They both were hand-picked by Priya while Meiga was the latest addition whom was added due to her paradigm being undermanned.

As the war came and progressed, Gungnir had taken on three additional members. The first of these three had been a savage. She was dark with darker hair, and she spoke not of their language. Though she was rescued from Dalkia it was with Ky's act and Ky's act alone that she chose to ally herself with Gungnir. The second of the three was Aliyah, a servant of the late Halphas Halteese whom had fought her way into and out of the Republic's council. In addition to this, she had also bested several of Maletta's soldiers as well as Parousian soldiers as well. Lastly, within Untide, the capital of Maletta, Fazello was freed as well as imprisoned. It was Priya's choice to take him in yet, it was more so pushed upon her due to E'laura Riga, one whom was under the direct employ of General Girardot had tasked that one of the present units would have to take him on.

Act: I Exodus

Unlike Priya's paradigm, Gungnir, Surina handpicked her subordinates prior to graduation. She was eager to have her forces established as soon as possible so that she could have the upper hand on better soldiers. After speaking with Girardot, he granted her the opportunity to do such.

Riese, Gallagher, and Raiko were placed within her unit the same day that she had requested such an advance.

Riese is a Combat Specialist, one whom has mastered or is skilled with various weapons as well as tools to use in the field.

Act: I Relic

Soundtrack of Act: I

Compositions as well as pieces performed by E.S Posthumus, Focus Music, Two Steps from Hell, Future World Music, Gothic Storm, Skanda Music, Valentine Weist, Valentine Boomes, Audiomachine, Epic Score, City of the Fallen, KPM Music, Immediate Music, and Fired Earth Music are what have fueled each character's theme as well as their personality.

(Thus their theme has ultimately built them from the ground up and is the very definition of their character--this is how I wanted to build all of my characters.)

Parousia: Post Dalkia

After the first act is completed (Upon Aurelia's death and the successful intergration from being afield to Parousia), the player is granted free roam capabilities which allows them to explore the borders and everything within Parousia's Territory.

Parousian Locations: Post Dalkia

Lower District: This district opens only after Dalkia's defeat--Noelle guides Ky through the poverty stricken vicinity. This is also less secure as the area which Ky resides and as such, not much is brought.

Trevor's Residence

Aliyah's Residence

Slums

Aqueduct

Grandallian Castle

Castle Courtyard

Ballroom

Guest's Chamber

Castle Battlements

Halteesean Dwellings

Aliyah's Residence

Sub Chapter

As peace is slowly restored to Parousia, the main story continues as the player is now able to freely explore additional areas of the city which were at first inaccessible due to construction as well as other reasons. In addition to this, is the introduction of new faces as well as viewing the characters in a different light as the effect of war has sullied their prior innocence to such horrors as well as new found hopes, shattered dreams and more insight into the world beyond their own.

As the war has ended those who have survived the ordeal have slowly began to return to their day to day lives. This is an exception for those of Halteesean origin as well as Raisa, Fazello, and Ky. Those who were of Halteese found it difficult to re-adjust and were often silent amongst the people of Parousia. Despite the welcome they have received, there were some who wanted them dead yet, with their ties to the Grandallian military as well as respect from Grandallian soldiers, their lives were in no immediate danger. Kanon was one whom had found this the most difficult due to her lover whom had perished against Mellettan Forces during the war. Aliyah, unknowingly the sole survivor of the Old Royal Halteese Family, finds ease in getting along with the people of this land. After all, Grandall and Halteese had no qualms before the War and the people as well as soldiers knew Maletta and Dalkia had strung things along in order to have Grandall and Halteese divided.

This obviously failed since Onhent Dalkia as well as Maletta had fallen as Kingdoms. Aliyah’s true conflict is that she misses her Master who she has learned through her mother, was in fact her father. Aliyah had met her mother through Raisa who located her during the War and had the woman escorted into Grandallian Territory under the guise as a weapons broker for Raisa herself. Her mother received no complaints let alone difficulties entering the country with that claim as well as Girardot’s and Raisa’s signatures. As the familiar peace has been re-established, Aliyah bought a small dwelling and lives with her mother. As her mother cooks and provides food to the new Boarder Forces, Aliyah runs errands for the shoppe which is run by Raisa and Ky…though it is mostly run by Raisa.

Ky, feeling at the top of the world, is proud to express his emotion for Raiko no matter the looks of disapproval they couple receives. As he enjoys his time with her, Raiko often eludes to fantasies she would love to experience with him. Of course, Raiko being experienced and Ky being innocent it provides much the problem when he is unable to meet her thoughts and hopes with his own. As he has spent time with Raiko, Fazello and Raisa have continued to work about the unnamed shoppe. Modifications and sales are what have been the result and this has proven quite bountiful despite the arguing which the two of them normally do. This mostly comes to a head when the physically argue over something. An example of this is when Fazello climbed a small ladder to reach the mallet which Raisa needed, however, due to Ky forgetting to purchase a new ladder, they were left with the rotting one.

It was no surprise when Fazello’s weight shattered the ladder and he came crashing down to the floor only for Raisa to painfully break his fall. Hearing the commotion, both Noémi and Raiko enter to see Fazello seemingly mounted atop Raisa as she is face down to the floor. Immediately, feeling insecure, nervous, and having a face redder than blood, Noémi quickly bows, apologizes and practically runs from the shoppe while Raiko simply stares in amazement all while complaining how she could not ride the “Italian Stallion”. With force, Raisa shoves Fazello to the ground and cups her mouth and nose in an attempt to contain the bleeding of both her upper and lower lip as well as her bleeding nose.

Meanwhile, Ky is shopping for a gift for Raiko. As he shops he runs into Achilla who helps him look to pick things out. A few hours pass with Ky being unsuccessful in finding some yet Achilla suggests a dinner and the night sky. She then goes on a rant of how romantic it would be if someone would do that for her yet she stammers just before she gives a name. Ky does not catch this whatsoever and thinks of her to be nervous if not embarrassed for going on a small rant. As he quickly agrees to do just that, he thanks her and even buys her food which she practically inhales.

Surina leaves Parousia for a few weeks so that she can spend time with her former husband, Roin. In her absence, Priya is left to her lonesome yet she is not lonely. Priya lends a hand to Aliyah’s mother as well as spending her time reading on several things which interest her. Odin, as always, and she slowly begins to branch forth into Greek and Japanese Mythologies. What she is unable to deal with is how she feels about Kusanagi. As she ponders what she can do or even say, she fails several times in significant succession. Yet as she learned of Raiko and Ky coming together as lovers it nearly tore her asunder.

Through her procrastination, she had let the one person who has been by her side and even before the war, showed his own strength in adversity, slip through her fingers. She did not let her emotions show on her face for once and it was then, in the middle of the night which tears slowly rolled down her cheeks. She had cursed for being so hesitant and foolish. That next day a small gathering for the soldiers as well as nobles had been declared. Priya herself was not present yet she could hear the people speaking of it. Aliyah herself had inquired if Priya would be in attendance and initially she declined yet, as she thought of the possibility of Ky going, she changes her mind.

The next day, things are running rather routinely with Raisa, Fazello, and Ky taking orders, performing maintenance as well as crafting firearms and other weapons. That is until Fazello’s past catches up to him. As the door opened, Ky looks to see who has entered and sees a shapely female. By her facial features he could tell she was Chinese yet her complexion told him that she was bi-racial due to her dark complexion. Short black hair, reading glasses, and make-up were what met his light brown eyes and as he watched her she watched him as well. It was rather surprising to Ky when Fazello demanded the woman to ‘get the fuck out’.

Raisa, who was dealing with Stock, halted her check and drew Vindicate from its holster. As she listened to the unwelcomed guest speak her piece, Fazello hesitated none in demanding her to leave yet again. With not much else to say, she looked to Ky for only a second which to him seemed an eternity, and after that second, she leaves with a smirk about her face. Fazello declares that the female cannot be trusted yet, he only gives selected information about her.

Emerging from Stock, Raisa holsters Vindicate and continues about her business as if nothing had ever occurred.

Later that day, Ky is roaming about brimming with the idea of surprising Raiko when he runs into the female from earlier. Immediately he attempts to avoid her but his efforts fail. As the two speak, she gives him a key and asks for Ky to simply give it to Fazello. With that, she smiles, which makes Ky lightly blush. After this, she takes her leave. It would be the beginning of regret however. Upon returning to the Shoppe, he delivers the key to Fazello and tells him what its meaning was. Frowning, Fazello gets up and decides to see what she wants. Ky asks if she is really that much a problem only to be given a repeated answer.

After Fazello leaves the Shoppe, Raisa tells Ky to let him go and tells him that a single key is all it really takes to lure most men—which Ky quickly understands what Fazello was about to do. Without another word, he heads for his own room while Raisa has her own misgivings.

The next morning, Ky is working as usual while Raisa, taking time out for herself, is taking a well needed bath. She told Ky beforehand that she was simply stressed which he believed. As he was cleaning out his revolver, she entered the Shoppe yet again. Unsure of what to think he recalls what Raisa had told him and if that was the case then she was probably all right. As the two spoke the female requested something which he uses. As he said it would take time to replicate the works of his own revolver, she slowly made her way around the desk. This Ky barely noticed as he was explaining the details of what he would have to do while his back was turned.

As she stood directly behind him, Ky continued to speak until he finally turned around and when he did, she had locked her lips around his. Her tongue felt almost as seductive as the treat which was called chocolate and even more tantalizing than the finer of foods yet, as her tongue played about his he did not noticed her cosmetics smearing against his lips. Seconds later, Ky felt something wrong. Gravely wrong. Stumbling backward, he used the counter to brace himself yet his strength immediately gave away and he fell, yet before he hit the floor, the female slowly and gently laid him down.

His body had tensed and his legs, arms, and mouth had gone numb. It was no time at all until he could do nothing more than blink and breathe. With that same smirk about her face, he repeated Fazello’s initial warning and informs him that he should have listened. Ky had attempted to move but it was no success.

He was paralyzed. As he lie about the wooden floor he watched as the female raid the Stock and when she found nothing of use she then took his revolver which he had brought with him from Hokkaido. Listening to the door open and shut, he attempted to open his mouth however his body failed to realize his mind’s desires. As all this had occurred, Raisa sat within her bath in a lull-like state. Her own mind was for once, her enemy and she kept in mind all that she would need to do all while embracing the loss of her mother and the memories of her past.

Fazello, waking from his slumber ventures from the inn which he had slept at and catches sight of Goldback but not just her, he sees the same model of work which belongs to Ky. He pursues her and before she makes it to the port he cuts her off. An exchange of words is given and instead of malicious actions, the two embrace on another. Though this would not go without consequence. As she sat within her room aboard the ship which was heading for Spain, she cursed her luck as she realized that the revolver had been stolen from her.

Ky, slowly recovering from his fateful kiss, is met by Myth who immediately enters the Shoppe and rushes to his aid. After Ky is checked for any other injuries he beseeches Fazello not to tell Raisa which he agrees to. Ky also notices that Fazello’s necklace is gone which Fazello then curses his own luck.

A few days pass uneventfully and Ky has prepared a surprise for Raiko: Dinner, a telescope, the night sky and the stars. He was also in hope of taking her to the gathering which most had called a Ball yet, these hopes would be dashed.

Sub Chapter: Celebration

Arriving just as the music began, Ryia and Ky both enter through the castle gates with Ryia brimming with excitement. Ky on the other hand seemed to be mourning by how lifeless he appeared. It is in the main foyer which the pair ran into Fazello whom was speaking with Aliyah and Priya. As the pair are seen, Aliyah immediately freezes while Priya greets them both as does Fazello. As Ryia introduces herself, Fazello congratulates Ky on “bouncing back” yet, Ky hesitates none in telling him that he and Ryia are not together, she wanted to come and he did nothing more than bring her.

It sounded both selfless and lifeless. Rather he was forced into bringing her more than anything else. Ryia tried to cheer him up to no avail while Aliyah was secretly proud that he was not bound by his heart yet in his current state she doubted if she would even get anywhere with him. Aliyah herself began to talk to him and as she did she asked if he would walk with her, which he did. This left Ryia with Fazello and Priya. The three spoke a bit more until more people began to pass through the foyer. The conversation was moved to one of the numerous balconies which Priya could access due to her rank and with Ryia and Fazello with her, they were also permitted access.

It was upon the balcony which Priya and Ryia had to tend to Fazello due to his intoxication. His drink was spiked by none other Raiko. This left Ryia and Priya take him back to the shoppe. As he is unconscious within his room, Ryia watches over him only to be distracted and terrified of his building erection. Raisa places Fazello’s hat upon his erection and teases Ryia for the fact that she has to deal with Fazello.

Priya is left to her lonesome and she wanders about Parousia and she runs into Gallagher. Seeing that he was not present at the celebration, she chose to hold a conversation with him. As such, he offers to see her to her residence which she does not decline. Surprisingly, she charms the idea and is even charmed to Gallagher herself.

Sub Chapter: I Soundtrack

Soundtrack of Sub Chapter: I

Theme

Length

Theme Artist

Theme of Priya

-/-

-/-

-/-

Theme of Ky

-/-

-/-

-/-

Theme of Raisa

The Truth

6:00 (extension)

Audiomachine

Theme of Alsoomsa

Uliad

-/-

E.S Posthumus

Theme of Aliyah

Starlight

-/-

Focus Music

Theme of Meiga

-/-

-/-

Theme of Achilla

Cuzco

4:03

E.S Posthumus

Theme of Riese

-/-

-/-

Theme of Noelle

Raptamei + Raptamei Pi

6:26 (hybrid, extension)

E.S Posthumus

Theme of Ryia

Antissa

7:37 (extension)

E.S Posthumus

Act: II

After a year of peaceful slumber, joy, celebration, and the ties of peace from the new inhabitants of the Halteese Republic, Girardot, former General of the Parousian army, draws a force and Rebels against the country itself. With his forces extending halfway to the former Kingdom of Dalkia, new soldiers are assigned and old faces have new recruits.

Priya, having been nominated for the captain of the Anti-Rebellion force has declined the opportunity and left that to Surina, who in turn opted out of the choice by suggesting Annebella. Commander Williams gladly accepted the terms and conditions as well as the responsibilities for her life revolved mostly around the military. Priya aids Annebella in any fashion she can.

In light of this and due to their numbers; Gungnir, Exodus, Relic, and Valor have all come together to form a single platoon and until the rebellion is quashed. This enables the player to pick and choose which Commander and which characters to place in an immediate force as each playable unit/paradigm/squadron, currently functions as one singular force.

This means Priya can be selected as the Commander while Gallagher is her second with Raisa, Riese, and Pfieffer to follow or any other match up which will at least leave the other unselected units to host at least a four soldier unit.

Playable Characters of Act: II

Due to the shorter numbers within each unit, the respective units are made into a platoon. Character names are read from top to bottom in correspondence with pictures being left to right.

Priya

Raisa

Alsoomsa

Aliyah

Surina

Gallagher

Kami

Mi~Na

Raiko

STS

STS: Special Tactics Squadron(s) are advanced infantry units which specialize in mostly covert operations. Breeching defenses, disabling large communications, as well as overall espionage. Throughout the course of the game, the player takes control of a few of these units only for them to be ambushed and killed. Dawn, the STS respectively, is the last of its function and as such, are subject to criticism for the lifespan which remains for the squadron itself.

Act: II: Sub Chapter

With Strife’s death, soldiers rejoice as well as are perplexed with what to do next. Without an Emperor, it left a void as to who should rule, while Annebella and Priya pitched the idea of self-rule, they knew that would never suffice as it would soon lead to anarchy and the people would then tear themselves apart. Not to mention them as well. For no matter how powerful the force, there is always power in numbers and the number of the people outweighed those of the military.

As meetings and arguments continued, the country remained silent to other countries as they did what they could to sort out their own issues for if word leaked of Parousia bearing no head, then it would leave them open to invasion and possibly enslavement.

Ideas and politics were produced, though they led to nothing. A Duchy in each province of the country was an idea which was turned down due to the restrictions and borders which would have to be drawn about the entire country.

After a near month of having no form of leadership, Raine (Raisa and Raiko’s elder sibling) gave a simple solution which most of the military disliked. She proposed to elect one to lead the country until someone had come along which suited them best and if no one was of suit, then allow the temporary replacement to be the permanent placement.

It was a long string of debates as to who could rule; from whores to thieves proposing themselves for the throne. Despite all the chaos which this had brought, Abelia was the one to suggest Priya. As she heard this, she immediately flustered and practically hid behind Surina, who then moved out of the way so that the people could see her.

Priya’s history in this country was a relatively fair and easy one, given that her mother was originally of this land while her father was not, yet her father served Parousia as its greatest commander until his death. It took little time to decide after that suggestion and in the time of two days, Priya was chosen to lead the very same people which she had fought to protect as well as grown with over the years.

As an Empress, as well Parousia’s first Empress, her first order was to rebuild what was devastated and destroyed while she sought to mend any disagreements with any other country which may have ill-will towards Parousia.

It is during this time which Ky takes his leave of Parousia to travel with his elder brother, Kisaragi Ren. Days before they set to leave, Raisa decides to join them as Ren told her of the stops which were made. In addition to that, she simply wanted to be quit of Parousia for a while. With Priya serving as the country’s form of leadership, she would visit, but not anytime soon.

Astral Chaos: Explination

With the sealed realm connected once more to the physical realm, apparitions of all kind manifest amongst the world which gives the player new enemies to face as well as rare opportunities to side with the original cast of the Soul Calibur franchise.

enemies encountered which hail from Astral Chaos bear their own abilities and resistances. They also wield inhuman capabilities such which rival that of Abyss as well as Night Terror.

It is after Ky and Kissa depart from the Rainforest of Sumatra that these changes occur. Ky now stands before the very spot where his elder brother made his last stand--crippling the Lycanthrope number by the thousands-- and as he stares upon the uncharred area, he redoubles his devotion to hunting down Ourororos and taking her head. He has cast aside the bonds of feminine nature as well as gender or purpose and now lives solely to see the alchemist undone, eviscerated, bifurcated, and set ablaze all while she still draws breath.

However, in the midst of his search, the sky darkens as if it were suddenly ill. Not long after this, are he and Kissa faced with their first foe, wrought from the sundered sky itself. The being was skeletal and its robes were worn as well as tattered, but it alights nonetheless. With words that neither Ky nor Kissa understand, it casts a blinding light which with it, brings forth more skeletal foes which wield swords, staves, axes, as well as blades. With little explination as well as little choice, the two face down the threat which Ky recalls the initial foe to be deemed a Wight.

Upon it's defeat, Kissa looks to the sky and shudders as she recalls just what Algol had done years ago--which ultimately gave birth to the Werewolf and Lycanthrope races. The sky, was the result of Astral Chaos being opened once more and with it, she knew well enough that if it were left open long enough, eventually IT would return to the land.

Meanwhile, within the Walled City of Parousia, a beast had also descended upon the land, this creature bore a large eye within a mouth and sprouted tentacles which too held mouths and teeth alike. Priya quickly identified the being to be a Evil Eye. A being which devours all it sees as well as bears spawn which will in turn, slowly develop into that of its parent.

The DLC, Visions of the End take place during most of this nightmarish stage within the main story.

Soundtrack of Act: II's Sub Chapter

Soundtrack of Act: II's Sub Chapter

Character

Theme

Dying Extension

Length

Theme Artist

Dying Theme Artist

Theme of Priya

I still have a Soul

-/-

3:57 (extension)

Epic Score

-/-

Theme of Gallagher

-/-

-/-

-/-

-/-

-/-

Theme of Pfieffer

-/-

-/-

-/-

-/-

-/-

Theme of Surina

-/-

-/-

-/-

-/-

-/-

Theme of Aliyah Ruel Halteese

-/-

-/-

-/-

-/-

-/-

Theme of Kusanagi

n/a

n/a

n/a

n/a

n/a

Theme of Noémi

Elba

n/a

9:18 (extension)

E.S Posthumus

n/a

Theme of Goldback

The Power of One

n/a

5:34 (extension)

Proud Music

n/a

Theme of Raisa Zhirova

Evolve

n/a

6:56 (extension)

Valentine Boomes

n/a

Theme of Raine Zhirova

Regal Drama Mix

-/-

4:52 (extension)

Proud Music

-/-

Theme of Raiko

-/-

-/-

-/-

-/-

-/-

Theme of E'laura Riga

White Castle

-/-

9:54 (extension

Keiko Matsui

-/-

Theme of Temperance Rivera

Sollente + Sollente Pi

n/a

7:36 (hybrid extension)

E.S Posthumus

n/a

Theme of Brass

Sollente Pi + Sollente

n/a

5:13 (hybrid extension)

E.S Posthumus

n/a

Lycanthropes

Theme of Aneko

Anima Doloris

n/a

7:23 (extension)

Media Music Factory

n/a

Theme of Arsenic

Heart of Fire

n/a

-/-

Valentin Wiest

n/a

Theme of Malice

Shadow Warrior

n/a

5:48 (extension)

Music Junkies

n/a

Theme of Tyranny

The Benedictine

n/a

8:15 (extension)

Music Junkies

n/a

Theme of Crucifix

-/-

n/a

-/-

-/-

n/a

Theme of Heresy

Motherland

n/a

9:22 (extension)

Proud Music

n/a

Theme of Venom

Garuda

n/a

6:18 (extension)

Skanda Music

n/a

Theme of Agony

-/-

-/-

-/-

-/-

-/-

Werewolves

Sumatra Haven

Welcome to your Fantasy

n/a

5:13 (extension)

Future World Music

n/a

Theme of Isai

Mosanae + Mosanae Pi

n/a

10:52 (hybrid/extension)

E.S Posthumus

n/a

Theme of Kissa

Nara

-/-

8:10 (extension)

E.S Posthumus

-/-

Theme of Oraanu

Oraanu + Oraanu Pi

n/a

3:57 (hybrid)

E.S Posthumus

n/a

Theme of Tala

Final Hour

n/a

5:50 (extension)

Epic Score

n/a

Theme of Naala

-/-

-/-

-/-

-/-

-/-

Theme of Takagi Ryia

-/-

-/-

-/-

-/-

-/-

Theme of Aroha

Everlasting (Choir) + Everlasting (Female Vocals)

n/a

4:29 (hybrid extension)

Two Steps from Hell

n/a

Werewolves

Intelligent creatures which were both blessed as well as cursed by the act of Algol many, many years afore. They are blessed with immortality, lest they be killed in combat or reckless endangerment. They possess great strength, endurance, agility, senses, and are capable of assuming the very form of a large wolf; capable of traveling upon all fours.

The first Werewolf met in-game, is Isai: dark in complexion yet bears blue eyes and long dark brown hair. She is amongst the eldest of her race and leads them as the current 'Wolf Mother'. Alas, she is not able to take an animilistic form as her brethren. With this loss she has learned to control her innate being. This being is her Guardian, Iyla.

Two parts fox and lion these creatures are, capable if blending in with humanity for months and even years only to depart if their own will or if it be that if a mission to evade discovery of their havens. Werewolves can be practically anyone and if it be a half-breed, such as Dawn, then the chances of identifying one bears virtually no chance.

Wolves' Guardians

The Werewolves are the only species which are capable of controlling as well as producing such a feat. In addition to that, the guardians bear their own process of thought and are more animated beyond a puppet than one would think. Guardians are intelligent, determined to protect the one whom they are bound to as well as are vicious in combat.

They possess no corporeal form unless summoned directly.

Hybrids

Hybrids are the result of Wolves and Lycans sharing the same bed. There are also rare situations where a child is born without either parent's traits. This would mark them as a Human. There are also rarer circumstances where the child is only half of a certain breed.

A Hybrid is capable of grand potential in both physical and mental capabilities. Some are able to draw on either mutation while others only one. A rare few are incapable of taking a wolf-like form yet are privy to much greater and vastly different feats.

Samara is a Hybrid which is incapable of assuming a wolf-like form of either nature, however; she is apt and highly proficient within the art of Alchemy, and Forbidden Arts.

Sasaki Kuro and Sieg Volkov are brothers. Born to a Lycanthrope and a Werewolf/Human based Half-Breed. Kuro can assume his Lycanthrope Form while Sieg cannot assume either. Despite this loss on Sieg's part, he is the stronger of the two as well as the elder. They both can bear there fangs, their claws, and Sieg is able to produce a tail and ears to match. Beyond that, physically appearing, this is where the changes end. Sieg is apt to controlling Alchemy with far greater ease than Kuro and minus assuming a form, he is an upgrade from Kuro in all aspects.

Half-Breeds

Are the result of one side being well dominant over the other. As well as if a male of either race chooses a human as their mate.

Half-Breeds range just as widely but less infrequently than Hybrids. This means that the feats of the Wolf or Lycan will be passed down to the child, just not as powerful.

Most however, are shunned due to their impurity; yet this dislike is only imposed by the Lycanthropes. This is why Achilla is rarely ever in the company of a Lycanthrope.

Dawn and Trevor are both Half-Bred Werewolves and both have gained their genes when it comes to their aging. Dawn is over a century old while Trevor merely gives facts of the time he has seen while he has lived.

Trevor bears a quarter of his father's (Werewolf) strength while Dawn has attained less than that of her parent. In an adverse turn of this, Dawn has gained her parent's agility in what seems to be full while Trevor has gained very little of said agility.

Achilla on the other hand, is a Half-Bred Lycanthrope. As such, she is unable to assume either form. Despite bearing ears, fangs, claws, and a tail, she incapable of anything further than that appearance-wise.

However, she bears the speed of a Natural Born Lycanthrope. Thus, upon foot, she can outrun pursuers whom are upon horseback while only running on two legs.

Achilla bears the strength of naught but a human and suffers from a slower-acting Regenerative Capability.

Ryia, another Half-Breed, is able to assume a partial of her form. Though unlike Achilla, Ryia is much slower than the cub, but is also vastly more powerful. If pressed into combat, she can lift three times her weight and still has access to minor transformations just as Achilla. The difference between them is that her body will grow fur, her face will slightly shift in appearance and her legs will resemble that of a wolf; however, she will retain a form that closely resembles a human--just with ears, a tail, and of course, a full body of fur.

Lycanthropes

The other half of what has been wrought from Algol's reckless choice. These creatures are reletively the same to their counterparts, the Werewolves, however; they are capable of taking a more humanoid stance while their form is achieved. Lycanthropes sought refuge from the Hunters; thus, as such, the Werewolves took them in and aided them in shelter as well as restoration of their race--despite this being frowned upon by many. 'Twas by this which Hybrids were introduced to the world as well as Half-Breeds.

Aneko is the current "Queen" which rules this race of creatures and she does so amongst the gilded halls beneath the Silk Road Ruins.

Lycanthropes are less capable than Werewolves in many a fashion, however, very few of the Lycanthropes are capable of otherworldly feats--in addition to their already complex shape-shifting abilities.

Act: III

The final Act features moreso the effect of rebellion amongst the newly crowned Empress, Priya Delgado. As afore this occurs, Priya has shut down numerous establishments mediating that of ill intention: brothels and gambling dens alike were put out of the country. As this law set in, enemies quickly gathered and remained underfoot. Conspiring against the Empress in order to have a 'return to normalcy'--a normalcy of corruption, prostitution, and even slavery.

At this period in time, Ky's story/pov/path, leads him to the Lycanthrope's Den--which he proceeds from the absolute bottom and to its pinocle in order to track down, combat, and kill Ouroboros to avenge his brother's wrongful ill-deserved death.

Along this path, he faces Lycanthrope after Lycanthrope, the insignificant to the well-known. However, with Astral Chaos' overpowering yet short gateway, manys' the beast of both old and legend which descend from that self same rift and among them are beasts of mythology. Evil Eyes and Chimera are only what scratch the surface of threats to come.

Soundtrack of Act: III

Soundtrack of Act: III

Theme

Dying Extension

Length

Theme Artist

Dying Theme Artist

Empress Delgado

Clair Voyant

-/-

-/-

Two Steps from Hell

-/-

Theme of Raisa

Evolve

Tortured Heart

11:03

Valentin Weist

Gothic Storm

Theme of Kusanagi

Secret Robes

-/-

5:28

-/-

-/-

Trophies

There are a total of 65 trophies to be earned during regular gameplay and 15 which are able to be earned via DLC.

Trophies

Description of how to attain the Trophy

First Night

Complete the Tutorial

Act I, Chapter: I

Survive Dalkia's Initial Offensive.

Act I, Chapter: II

Win the battle of The Weslhdat Bridge

Act I, Chapter: III

Best the Klessirpemdo in Revless

Act I, Chapter: IV

STS: Alraune, Deceased

Act I, Chapter: V

Act I, Chapter: VI

Act I, Chapter: VII

Act I, Chapter: VIII

Act I, Chapter: IX

Act I, Chapter: X

Act I, Chapter: XI

Act I, Chapter: XII

Act I, Chapter: XIII

Act I, Chapter: XIV

Act I, Chapter: XV

Indomitable Soul

Defeat Kierkess in Maletta.

Lost Highway

Gain Gungnir's 7nth member AND survive the Siege of Maletta without dying.

Mother of Four Swords

Subdue Luna and the Klessirpemdo.

Broken Soul

Kill Kierkess during the Dalkian Castle Siege.

Fallen Matrimony

As Surina, defend your honor--and slay your former husband.

The Hunted

Defeat Ende

Severed Strings

Best Chester in Combat.

Blighted Soul

Put Strife to the Blade and restore order as well as human decency to Parousia.

Dead Weight

Stay Girardot's heart.

Quelled Rage

As Ky, best an Enraged Kuro.

Ungodly Alliance

Protect Luna from an incoming attack and retaliate with a Tandom immediately after mitigating damage.

Angelus Divinum

Defeat Kissa, the Angelic

I Love the Music

Unlock all character, situational, and environmental themes.

Goddess' Wrath

As Priya, Impale 1,000 enemies. (not restricted to her weapon)

Evasive Offensive

As Ky, Evade or Elude 100 attacks and follow up with a counterattack after each evasion.

Hellish Maw

As Raisa, attain a toll of 357 kills in less than two hours of gameplay (Must be completed without 2 hours time when a new game begins)

Another Round

As Meiga, drink Raiko under the table.

Demi-Goddess

As Surina, separately junction Eviscerate and Vivisection to Unending Hell while facing Roin.

Grace and Poise

As E'laura, evade and parry all attacks during The Siege of Maletta.

The Halteesean

As Aliyah, best Annebella, Arrai, Pfieffer, and Noemi without taking any damage.

Arrow to the Knee

Complete "Siege of Dalkia" with the Highwayman, Nicholas Fazello.

For True?

As Gallagher, survive with over 50% of your total health (in all areas) during The Ambush of the Parousian Castle Grand Hall.

The Weaponsmith

As either Raisa or Ky, forge over 300 weapons.

Personal Taste

Acquire all manner of clothing for every character.

General's Standard

As any character, prior to Dalkia's first Offensive, surpass Girardot's Standard.

Undying Breed

As Dawn, save your subordinate without taking any damage.

I Get Around

As Raiko, explore the "whole" of Parousia.

Trine

As Kusanagi, best both Pfieffer and Aliyah without taking any damage.

Whorish Sight

As Raiko, cripple 69 enemies with an Arrow to the Knee.

The Best of the Three

As Raisa, During Maletta's Siege, best Raine without taking any damage.